I had a dream the other night wherein there was a start-up that took custom code requests for 0x10c players on commission. Requests ranged from optimizing the ship's defense to autopilot and hyperspace jump controls. Viable?
Take Over The Galaxy with GitHub (DCPU16 support)
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Re: Take Over The Galaxy with GitHub (DCPU16 support)
#32Earlier quoted context omitted.
"it is now possible to do things in a few days that took people ... decades to achieve". Let's not get too excited here. Name one thing that can be done in days that used to take decades.
The first Fortran compiler's creation took 18 person-years. Now there are C compilers which were written from scratch in person-weeks , like TCC.
Re: Take Over The Galaxy with GitHub (DCPU16 support)
#33Re: Take Over The Galaxy with GitHub (DCPU16 support)
#34Re: Take Over The Galaxy with GitHub (DCPU16 support)
#35Re: Take Over The Galaxy with GitHub (DCPU16 support)
#36Earlier quoted context omitted.
Yeah this seems like the exact scenario where hand-rolled assembly and perhaps some hand-optimized C will really shine. You don't see a lot of embedded processors running javascript, for example. If your ship can process data and respond 5% faster than an opponent's, all other things being equal, you will come out ahead. If the current level of interest persists, by the time the game launches, I imagine that the vast…
I think we're going to see some clever optimizing DSLs (a la FFTW) -- restricted languages for the kinds of embedded programs you write on such an architecture will be easier to optimize than general purpose languages. Particularly if they have a clear cost model. The Haskell embedding is very likely to head in that direction. (See e.g. in this style : http://www.fftw.org/faq/section4.html#whyfast or this style : htt…
[0] http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp
Re: Take Over The Galaxy with GitHub (DCPU16 support)
#37Earlier quoted context omitted.
It could run JavaScript, but this is a 16-bit processor we're talking about here, with minimal RAM. It's more likely we'll be using C and BASIC ;)
How about FORTH?
Re: Take Over The Galaxy with GitHub (DCPU16 support)
#38Earlier quoted context omitted.
Yeah this seems like the exact scenario where hand-rolled assembly and perhaps some hand-optimized C will really shine. You don't see a lot of embedded processors running javascript, for example. If your ship can process data and respond 5% faster than an opponent's, all other things being equal, you will come out ahead. If the current level of interest persists, by the time the game launches, I imagine that the vast…
Yep, only thing I dislike is that the processor does not simulate the importance of cache. If the in-game processors allowed the selection of different cache-line sizes (both instruction cache and data cache) for different costs (paid via the in-game currency), it would add another level of depth to the game market. It would also mean getting into the nitty-gritty of optimization would be even more worth it.
Re: Take Over The Galaxy with GitHub (DCPU16 support)
#39I'm having a hard time articulating why I think this is so fantastic. It's great to see people attack a not-so-serious problem with such gusto. I love the passion behind taking things apart just to see how things work. Thanks, github. You made my day.
The value of just playing around is underestimated. A lot of discoveries have been made by people just playing around.